Antiquarian
Advanced Human class — see Classes for the full list.
Partially outdated
Antiquarians have moved from ceremonial eldritch magic to studious divine magic. The introduction and the templates below (ceremony books, traditional implements, some spell choices) predate that change and need updating. Check with the judge when building one.
| Prime Requisite: | WIL + 1 other |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d4 |
| Maximum Level: | 14 |
Antiquarian Attack Bonus
| Level | Bonus |
|---|---|
| 1-3 | +0 |
| 4-6 | +1 |
| 7-9 | +2 |
| 10-12 | +3 |
| 13-14 | +4 |
Practitioners of eldritch ceremonial magic, antiquarians pass down lore from ancient Corva. They may pay homage to the old gods of Law and Lore, Feast and Fortune, or Chaos and Change. Each antiquarian is trained in a Sovereign tradition and has an additional prime requisite and powers determined by their choice of tradition.
Antiquarian Level Progression / Antiquarian Spell Progression
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|---|---|
| 0 | Novice | 1 | 1d4 | 2 | - | - | - | - | - |
| 2,000 | Disciple | 2 | 2d4 | 3 | - | - | - | - | - |
| 4,000 | Initiate | 3 | 3d4 | 3 | 2 | - | - | - | - |
| 8,000 | Archivist | 4 | 4d4 | 3 | 3 | - | - | - | - |
| 16,000 | Scholar | 5 | 5d4 | 3 | 3 | 2 | - | - | - |
| 32,000 | Annalist | 6 | 6d4 | 3 | 3 | 3 | - | - | - |
| 65,000 | Savant | 7 | 7d4 | 5 | 3 | 3 | 2 | - | - |
| 130,000 | Keeper | 8 | 8d4 | 5 | 5 | 3 | 3 | - | - |
| 230,000 | Antiquarian | 9 | 9d4 | 5 | 5 | 5 | 3 | 2 | - |
| 330,000 | Antiquarian, 10th level | 10 | 9d4+1 | 5 | 5 | 5 | 5 | 3 | - |
| 430,000 | Antiquarian, 11th level | 11 | 9d4+2 | 6 | 5 | 5 | 5 | 3 | 2 |
| 530,000 | Antiquarian, 12th level | 12 | 9d4+3 | 6 | 6 | 5 | 5 | 5 | 3 |
| 630,000 | Antiquarian, 13th level | 13 | 9d4+4 | 6 | 6 | 6 | 5 | 5 | 3 |
| 730,000 | Sage | 14 | 9d4+5 | 6 | 6 | 6 | 6 | 5 | 5 |
ANTIQUARIAN Saving Throws
| Level | Paralysis | Death | Blast | Implement | Spells |
|---|---|---|---|---|---|
| 1-2 | 13+ | 10+ | 16+ | 13+ | 15+ |
| 3-4 | 12+ | 9+ | 15+ | 12+ | 14+ |
| 5-6 | 11+ | 8+ | 14+ | 11+ | 13+ |
| 7-8 | 10+ | 7+ | 13+ | 10+ | 12+ |
| 9-10 | 9+ | 6+ | 12+ | 9+ | 11+ |
| 11-12 | 8+ | 5+ | 11+ | 8+ | 10+ |
| 13-14 | 7+ | 4+ | 10+ | 7+ | 9+ |
Combat Characteristics
Combat Proficiencies: Antiquarians have weapon proficiency with clubs, daggers, darts, and staffs. They have no armor proficiency. They have fighting style proficiency with the two-handed weapon style (allowing them to use a staff with both hands), but not with the dual weapon or weapon and shield styles.
Combat Progression: Antiquarians advance in attack throws only two points every six levels (i.e. the same as mages), but they advance in saving throws by two points every four levels (as clerics). They cannot cleave, regardless of their level.
Starting Class Powers
Sovereign Path: At 1st level, the Antiquarian dedicates themselves to one of the following Sovereigns and will gain class powers based on their choice.
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Baaldra, Sovereign of Hall and Hearth. Followers of Baaldra have CON as an additional Prime Requisite.
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Kaarak, Sovereign of Death and Decay. Followers of Kaarak have INT as an additional Prime Requisite.
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Nasaar, Sovereign of Magic and Mayhem. Followers of Nasaar have INT as an additional Prime Requisite.
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Ollarasht, Sovereign of Feast and Fortune. Followers of Ollarasht have DEX as an additional Prime Requisite.
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Ouralon, Sovereign of Law and Lore. Followers of Ouralon have INT as an additional Prime Requisite.
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Rowa, Sovereign of Live and Love. Followers of Rowa have CHA as an additional Prime Requisite.
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The Stranger, Sovereign of Chaos and Change. Followers of the Stranger have DEX as an additional Prime Requisite.
Each sovereign path rewards the antiquarian with an expanded repertoire, and a free general proficiency at 1st level. Additionally, each path awards an additional class power at 3rd, 5th, and 7th level. See Sovereign Paths below for specific details on each path.
Studious Divine Spellcasting: By studying the holy texts of the Sovereigns, antiquarians can cast divine spells. Unlike clerics, who receive their spells from prayer, antiquarians receive their spells from study. Antiquarians follow the same rules for learning and casting spells as mages (i.e., they have a base number of spells in their repertoire equal to the number shown on the Antiquarian Spell Progression table plus their INT bonus), except as modified by their expanded repertoire ability. They record their repertoires of spells in spell books and can learn new spells from scribing scrolls, intense observation of the truly faithful, or studying other divine spell books. They select their spells from the divine spell list, rather than the arcane spell list, however, and cannot learn or cast spells found in arcane spell books. See Spells for more information.
Theology: The antiquarian has received religious instruction at a seminary, monastery, or temple. He can begin play as a member of a religious hierarchy (Judge’s discretion). He can acquire congregants through proselytizing. He can automatically identify religious symbols, spell signatures, trappings, and holy days of his own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults might be harder to recognize. (This class power is the equivalent of one rank of Theology proficiency.)
Additional Class Powers
Sovereign Boon II (3rd): At 3rd level, the antiquarian will gain an additional boon depending on his tradition.
Sovereign Boon III (5th): At 5th level, the antiquarian will gain an additional boon, depending on his tradition.
Minor Magical Research (5th): At 5th level, the antiquarian can scribe scrolls and brew potions and may research his own ceremonies.
Sovereign Boon IV (7th): At 7th level, the antiquarian will gain a mystical boon, depending on his tradition.
Major Magical Research (9th): At 9th level the character may create permanent magic items such as weapons, rings, or staffs.
Archive of Antiquities (9th): At 9th level, an antiquarian who controls an Archive of Antiquities worth at least 15,000 gp can attract followers to his service. So long as the antiquarian is in alignment with his traditional duties, he can save up to 7,500 gp in the construction costs due to the intervention of spiritual powers. See Campaigns for more information.
Supreme Magical Research (11th): The antiquarian can learn and cast ritual spells of great power (7th, 8th, and 9th level spells) craft magical constructs and create magical crossbreeds. If Chaotic, the character may perform necromantic research to create unliving servants or transform himself into an undead creature.
Sovereign Paths
Baaldra (Hall And Hearth, Con)
Traditional Repertoire (1st): A follower of Baaldra begins play with all of the following spells in her spell book. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Salving Rest
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2nd: Cure Moderate Injury
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3rd: Rune of Warding
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4th: Neutralize Poison
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5th: Healing Circle
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6th: Home Ward
Home Cooking (1st): When you eat a meal prepared by a follower of Baaldra, you can taste the love she put into it. Each antiquarian of the Baaldra tradition gains a rank of Craft(cooking).
Traditional Medicine (3rd): The antiquarian of Baaldra practices an ancient tradition of natural medicine using healing herbs. She can identify and forage for healing herbs as if she had one rank of Naturalism proficiency. (If she already has Naturalism, she gains a +4 bonus on proficiency throws to identify and forage for healing herbs.) She can use healing herbs as if she had Healing proficiency. Given one turn (10 minutes), she can combine a pound of healing herbs with an equal gp of special components to create potent healing herbs that increase their effect by +1. The antiquarian needs a cauldron over a fire or a kitchen to make potent healing herbs. The potent herbs lose all efficacy after 24 hours.
Healing Arts (5th): The antiquarian’s knowledge of the healing arts deepens. She gains one rank of Healing proficiency. If she already has three ranks of the Healing proficiency, she can gain a rank of Alchemy or Naturalism instead.
Soul Food (7th): At 7th level, the antiquarian of Baaldra gains an additional rank of Craft (cooking). If she already has 4 ranks of that proficiency, she may gain a rank of Healing, Alchemy, or Naturalism instead.
Kaarak (Death And Decay, Int)
Traditional Repertoire (1st): A follower of Kaarak begins play with all of the following spells in his spell book. As he reaches sufficient class level to cast them, they are automatically added to his repertoire and do not count against his maximum repertoire size.
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1st: Unliving Puppet
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2nd: Necromantic Potence
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4th: Animate Undead
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5th: Locate Haunting
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6th: Fillet and Serve
Occultism (1st): Followers of Kaarak study the forbidden secrets of the occult. On a proficiency throw of 11+, he can name the popular titles and symbols of chthonic powers; identify the type of undead creature encountered; and otherwise recall information of interest to demonology and necromancy. (This class power counts as one rank of Knowledge (Occult) proficiency.)
Secrets of the Dark Arts (3rd): The follower of Kaarak can control undead as a Chaotic cleric of one half his class level (rounded down). If the character casts death spells, his targets suffer a -2 penalty on their saving throws. When the character casts death or necromancy spells (such as animate undead), the spell effects are calculated as if he were two class levels higher than his actual level of experience. His eligibility to research death or necromancy magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching death or necromancy magic. Secrets of the Dark Arts can partially stack with the Black Lore of Mabar proficiency, such that the character can control undead as a crusader of two-thirds his class level (rounded up), and his death and necromancy spells and research are calculated as if he were three (rather than two) caster levels higher than his actual caster level.
Mortuary Science (5th): The follower of Kaarak has undertaken a deep study of anatomy, circulation, disease, and vitality. He gains one rank of the Healing proficiency.
Lordship Over the Undead (7th): In black tomes and evil liturgies, the character has gained lordship over the undead. Whenever the character succeeds in controlling undead (whether from a roll or automatically from a “R” result), the undead are controlled for 1 day per level instead of the usual 1 turn per level. If the undead would have been controlled for 1 day per level (from a “D” result), the undead are instead controlled indefinitely
Nasaar (Magic And Mayhem, Int)
Traditional Repertoire (1st): A follower of Nasaar begins play with all of the following spells in her spellbook. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Summon Manes
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2nd: Dark Whisper
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3rd: Speak With Dead
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4th: Skinchange
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5th: Summon Shadow
Occultism (1st): Followers of Nassar study the forbidden secrets of the occult. On a proficiency throw of 11+, she can name the popular titles and symbols of chthonic powers; identify the type of undead creature encountered; and otherwise recall information of interest to demonology and necromancy. (This class power counts as one rank of Knowledge (Occult) proficiency.)
Conjure Dark Powers (3rd): When the follower of Nasaar casts summoning spells (such as summon manes or summon shadow), the spell effects are calculated as if she were two caster levels higher than her actual level of experience. (This makes them harder to dispel.) If the character loses her concentration due to taking damage while controlling a conjured creature, she must make a Spells saving throw. If the save succeeds, she maintains her concentration. Her eligibility to conduct research on summoning magic is determined as if she were two caster levels higher than actual. She gains a +2 bonus on magic research throws and increases her research rate by 10% when researching summoning magic. Conjure Dark Powers can partially stack with the Mastery of Conjuration and Summoning proficiency, such that the character’s summoning spells and research are calculated as if she were three (rather than two) caster levels higher and she gains a +2 bonus on his Spells saving throw to maintain concentration.
Advanced Occultism (5th): At 3rd level, the follower of Nasaar deepens her study of the Occult, gaining an additional rank of Knowledge (Occult). If the character already has 3 ranks, she may take a rank of Theology instead.
Words of Command and Obedience (7th): The follower of Nasaar can compel her conjured and summoned creatures to obey her inexorable will. Any creatures summoned by the antiquarian will obey her to the best of their ability rather than seek to pervert her intention. Any creatures he conjures will depart without harming her if her concentration is broken.
Ollarasht (Feast And Fortune, Dex)
Traditional Repertoire (1st): A follower of Ollarasht begins play with all of the following spells in his spellbook. As he reaches sufficient class level to cast them, they are automatically added to his repertoire and do not count against his maximum repertoire size.
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2nd: Augury
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3rd: Divine Protection
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4th: Divination
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5th: Fate
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6th: Heroes’ Feast
Take a Chance (1st): All followers of Ollarasht are consummate gamers and gain one free rank of the Gambling proficiency.
Heroic Breakfast (3rd): Ollarasht smiles on her followers who celebrate each day as a chance to take a chance. Once per day, when the follower of Ollarasht consumes a meal alongside alcohol, coffee, or tea, he can recover hit points as if having just had a full day of bed rest. This is in addition to any recovered from actual bed rest, if applicable.
Second Chance (5th): The follower of Ollarasht gains an additional rank of Gambling. If he already has 3 ranks, he may instead select a rank of any Art proficiency.
Second Breakfast (7th): At 7th level, the follower of Ollarasht can gain the benefits of his heroic breakfast ability a second time each day.
Ouralon (Law And Lore, Int)
Traditional Repertoire (1st): A follower of Ouralon begins play with all of the following spells in her spellbook. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Discern Magic
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2nd: Halt Humanoids
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3rd: Spellward
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4th: Spellward Other
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5th: True Seeing
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6th: Prophetic Dream
Thirst for Knowledge (1st): The follower of Ouralon is voracious for study. At 1st level, she gains one rank of Theology, Collegiate Wizardry, or any Knowledge proficiency of her choice.
Thirst for Knowledge (3rd): The follower of Ouralon is voracious for study. At 3rd level, she gains another rank of Theology, Collegiate Wizardry, or any Knowledge proficiency of her choice.
Thirst for Knowledge (5th): The follower of Ouralon is voracious for study. At 5th level, she gains another rank of Theology, Collegiate Wizardry, or any Knowledge proficiency of her choice.
Thirst for Knowledge (7th): The follower of Ouralon is voracious for study. At 7th level, she gains another rank of Theology, Collegiate Wizardry, or any Knowledge proficiency of her choice.
Rowa (Life And Love, Cha)
Traditional Repertoire (1st): A follower of Rowa begins play with all of the following spells in his spellbook. As he reaches sufficient class level to cast them, they are automatically added to his repertoire and do not count against his maximum repertoire size.
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1st: Predict Weather
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2nd: Dominate Beasts
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3rd: Avian Messenger
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4th: Speak With Plants
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5th: Growth, Plant
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6th: Control Weather
Naturalism (1st): Followers of Rowa are students of nature. At first level, the character gains a rank of Naturalism.
Natural Arts (3rd): The antiquarian of Rowa knows the secrets of the woodlands. He gains an additional rank of Naturalism or gains one rank of Healing or Alchemy.
Friend of Birds and Beasts (5th): At 5th level, the antiquarian of Rowa becomes a friend of birds and beasts. He can identify plants and fauna with a proficiency throw of 11+ and understands the subtle body language and moods of birds and beasts (though they may not understand him). He gains +2 to all reaction rolls when encountering normal animals and can take animals as henchmen. If he also has the Beast Friendship proficiency, the throw to identify plants and fauna improves to 7+ and he may take one more henchman than his charisma would otherwise permit, provided at least one of those henchmen is an animal.
Enchanted Forest (7th): The woodland home of a follower of Rowa becomes a strange and magical place. He gains the power to cast forest enchantment (as the spell) once per week. Each use takes 1 turn (10 minutes). The antiquarian can sustain a number of forest enchantments equal to his caster level, enabling him to enchant a vast swathe of territory (approximately 2 acres per level).
The Stranger (Chaos And Change, Dex)
Traditional Repertoire (1st): A follower of the Stranger begins play with all of the following spells in her spellbook. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Pass Without Trace
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2nd: Transform Beast
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3rd: Adjust Self
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4th: Tongues
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5th: Guise Self
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6th: Bath of the Goddess
Navigation (1st): An adherent of the Stranger is adept at finding her way from place to place. She gains Navigation as a bonus proficiency.
Evasion (3rd): Adherents of the Stranger learn to avoid the wild beasts of the wilderness. When the she guides the party in familiar territory, the party gains a +5 bonus to proficiency throws to evade wilderness encounters. Her party can evade wilderness encounters even when surprised provided the trailblazer is not surprised.
Unexpected Movement (5th): The adherent of the Stranger moves in uncanny ways. She may retreat or withdraw from melee combat without declaring her intention to do so at the start of the round. She does not suffer a penalty to AC when charging or running if in medium or lighter armor and carrying 7 stones or less encumbrance. This is effectively the Skirmishing proficiency selected as a class power.
Unnerving Arts of Transformation (7th): The follower of the Stranger is adept at mutating herself and others with magic. When she casts transmogrification spells, the spell effects are calculated as if she were two class levels higher than her actual level of experience. Her eligibility to create crossbreeds or research transmogrification magic is determined as if she were two caster levels higher than actual. Targets of her transmogrification spells suffer a -2 penalty to their saving throw. She gains a +2 bonus on magic research throws and increases her research rate by 10% when creating crossbreeds or researching transmogrification magic. Unnerving Arts can partially stack with the Transmogrification proficiency, such that the character’s transmogrification spells are calculated as if she were three (rather than two) caster levels higher and her bonus to magic research and research rate is increased to +3 and 15%.
Class Proficiencies
Proficiency Progression: At 1st level, antiquarians select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th, 8th, and 12th level. They select an additional general proficiency at 5th, 9th, and 13th level.
Antiquarian Proficiency List: Alchemy, Beast Friendship, Black Lore of Mabar, Bright Lore of Irian, Contemplation, Craft, Diplomacy, Elementalism, Expanded Repertoire, Experimenting, Familiar, Healing, Knowledge, Laying on Hands, Loremastery, Magical Engineering, Mystic Aura, Naturalism, Passing Without Trace, Performance, Personal Talisman, Prestidigitation, Quiet Magic, Reliquarianism, Sensing Power, Soothsaying, Theology, Transmogrification, Unflappable Casting
Antiquarian Templates
| 3d6 Roll | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Herbalist (Rowa) | Passing Without Trace Naturalism 2 | Tattered ceremony book with discern poison and predict weather, gnarled oak staff, tattered cloak, patched wool tunic and pants, frayed leather belt, scuffed high boots, backpack, tinderbox, 5 musty tallow candles, 6 torches, waterskin, 1 week’s iron rations, 11gp (4 5/6 st) |
| 5 – 6 | Chaos Cultist (Nasaar) | Familiar Knowledge (occult) 2 | Black cat familiar, leather-bound ceremony book with discern magic and summon manes, walking staff, traditional chthonic implements, curved sacrificial dagger, dark wool robes, dark wool tunic and pants, leather belt, high boots, backpack, tinderbox, 6 torches, waterskin, 1 week’s iron rations, 2gp (3 2/6 st) |
| 7 – 8 | Necromancer (Kaarak) | Black Lore of Mabar Healing | Bloodstained ceremony book with choking grip and unliving puppet, traditional chthonic implements, polished blackwood staff, purple and black linen chiton, embossed belt, high strappy sandals, backpack, tinderbox, 5 black tallow candles, 1 purple wax candle, 12 torches, flask of unholy water, waterskin, 1 week’s iron rations, 1gp (6 3/6 st) |
| 9 – 10 | Hearth Keeper (Baaldra) | Contemplation Craft (cooking) | Food-stained ceremony book with cure light injury and salving rest, traditional liturgical implements, slender whitewood staff, white chiton, gold silk sash, high boots, backpack, flask of holy water, waterskin, 1 week’s iron rations, 10gp (enc. 3 5/6 st) |
| 11 – 12 | Lorekeeper (Ouralon) | Loremastery Language | Silver-inlaid ceremony book with discern gist and illumination, traditional theurgical implements, rune-etched staff, silver dagger, gray cassock, high boots, backpack, quill and ink, lantern, tinderbox, 4 lbs common oil, waterskin, 1 week’s iron rations, 15gp (4 2/6 st) |
| 13 – 14 | Luckmaker (Ollarasht) | Soothsaying Gambling 2 | Gold-trimmed ceremony book with faithful servitor and purify food and water, traditional theurgical implements, hidden dagger in boot sheath, colorful tunic and pants, gold silk sash, high boots, backpack, flask of holy water, waterskin, 2 weeks’ iron rations, 21gp (3 4/6 st) |
| 15 – 16 | Sovereign Speaker (Player’s Choice) | Expanded Repertoire Theology | Multi-sigiled ceremony book with angelic choir, one ceremony from the chosen tradition, and one ceremony of player’s choice, traditional liturgical implements, argent baton, smooth-worn staff, multi-colored robe, leather belt, low boots, backpack, quill and ink, waterskin, 1 week’s iron rations, 77gp (enc. 3 1/6 st) |
| 17 – 18 | Traveler (Stranger) | Transmogrification Riding | Rolled papyrus ceremony book with spider climbing and pass without trace, traditional antiquarian implements staff tipped with glass gemstone (45gp value), 5 darts, white traveler’s cassock, extravagant hat, leather belt, leather gloves, high boots, backpack, quill and ink, medium riding horse, riding saddle and tack, leather saddlebag, 2 weeks’ iron rations, 9gp, 5sp (enc. 2 st with rations on horse) |
| Prime Requisite: | WIL + 1 other |
|---|---|
| Requirements: | None |
| Hit Dice: | 1d6 |
| Maximum Level: | 14 |
Spells
Studious divine caster: choose the repertoire from the whole divine spell list. See Magic and Spellcasting for how repertoires work.